This site reviews the first hour, and only the first hour, of video games. It gives a minute by minute look at what is potentially a deal breaker for many games. If a game isn't fun during the initial hour, why should we expect the last 10 to 50 hours to be any different? The First Hour updates every few days with a new game review. Please contact greg@firsthour.net for comments, game suggestions, or if you'd like to write for the site.

Golden Sun: Dark Dawn

Golden Sun: Dark Dawn CoverNine years ago, I introduced myself to an interesting little RPG from Japan for the Game Boy Advance. Little did I know, I was playing what would eventually become, arguably, my favourite RPG of all time. That game was Golden Sun, and many other gamers around the world shared my passion. The game ended, but the story was only half-over; it continued in a sequel, Golden Sun: The Lost Age, two years later. The sequel couldn’t have come any sooner; waiting that long for a continuation, for Golden Sun fans, was torture. Turns out that was nothing...

Sometime after The Lost Age’s launch, we learned that the Takahashi brothers’ creations were merely the prologue to a supposed saga of games set in the Golden Sun universe. Fans were frothing at the mouths with anticipation, but, unbeknownst to them, would have to wait seven long years before seeing another sequel. That wait is finally over.

Harvest Moon: Frantic Farming

Harvest Moon Frantic Farming CoverOnce a series becomes too large for its own good, spin-offs and genre breaking games are inevitable. The success of these tangents rests on many factors, including the potential new genre and charisma of side characters now carrying their own game (Wario did this particularly well). When someone thinks Harvest Moon, their mind is probably drawn to the obvious farming or dating aspects. The pace of the games are slow and require hours upon hours of playing for the player to feel immersed in their new agriculture world. When the series is focused on this, the games can be very good. They even managed to spin off the Rune Factory series successfully after injecting some action RPG elements into the somewhat stale formula.

What you can't imagine them spinning off though is a fast-paced puzzle game set in the Harvest Moon world, but they've tried twice already. Natsume's first attempt was Puzzle de Harvest Moon in 2007, a game I played for about 20 minutes before getting bored. The game was received poorly, I guess there just aren't a lot of gamers begging for a mediocre puzzle game based on crops.

Well, they tried again in 2009, this time with Harvest Moon: Frantic Farming. From what I can tell, it seems to be almost the exact same puzzle game as we played a few years prior, but this time wrapped in a text heavy story featuring the brain dead characters of Sunshine Islands. Yay... Here's my full review of Harvest Moon: Frantic Farming on the Nintendo DS.

The Worst Box Art of 2010

Cabelas Dangerous Hunt 2011 CoverFirst impressions do make a difference. Here at The First Hour, reviewers examine with scrutiny the very first sixty minutes (or thirty in case of Nintendo DS carts) of a videogame, determining whether or not it properly sunk its hooks in them. Imagine if games were based solely on their box art; sometimes, depending on the buyer, they are. Box art creates an uninformed gamer’s vision in milliseconds, solidifying a buy or bust. Or possibly even befuddlement. Gaming companies, certainly at this point in the industry, know this, and yet a good number of horrific box arts are produced, effectively becoming counterproductive.

So how many would truly sink versus swim? Pretty sure all of the following examples would be spending a lot of time at the bottom of the (videogame industry) ocean. Also, quick apologies to Nintendo Wii and DS fanboys as they get the bulk of bad cover boxes year after year.

Let’s hope we see no repeats like these in 2011!

Trauma Team

Trauma Team CoverClassifying video games into genres can be a tricky ordeal. For example, let's look at Fable. It's a role-playing game because it uses dynamic statistics as modifiers to its core mechanics, right? But one of the traditional indicators of an RPG video game is that it plays out with little regard to nuanced player input: its action is menu driven and often turn based. Fable's real-time combat, on the other hand, relies on player dexterity (as in an Action game) as much as it does the quantifications of the battle engine. So, in our propensity to create subgenres when things don't fit so neatly, we just call it an Action RPG. However, it's hard to be satisfied with this conclusion when one could replace every instance of "Fable" in this paragraph with "BioShock," "Mass Effect," or even "Star Ocean" and it would be no less true, even if all of these games feel completely different in once you get your hands on the controller.

Okay, so there's obviously a problem when so many games in the same genre are so dissimilar. But what about when a game comes along and has no precedent to compare to? Case in point, where the hell does the Trauma Center series belong?

Trauma Center: Under the Knife arrived on the scene in the Nintendo DS launch window, requiring players to perform lightspeed surgeries using a variety of medical instruments through the handheld's touch screen. Ignoring the dearth of surgery games (or even touch screen games) to use as precedent, Trauma Center was still very tough to define. Can we really use the catchall Simulation genre for a game where heart surgery lasts all of a minute and Space Invaders can be found in the patient's lungs? Is it part visual novel merely because operations are bookended and pervaded by character portraits and dialogue? Not content to let us try and figure it out after four games, Atlus' fifth title in the franchise, Trauma Team, complicates things further by providing six different scenarios to play through, each with its own exploration within (and sometimes a bit outside) the traditional Trauma Center structure.

Okay, so I don't really know what to call it. A more important concern, though, is whether or not it's fun. So how did my first hour go with this...whatever it is?

 

Plants vs. Zombies

Plants vs Zombies CoverFew games on the iOS platform get me excited. There's just such a surplus of bad that even when you hear about Super Popular Game X, you wonder if the masses are just falling for more of the same. When Plants vs. Zombies was announced early this year as a port of the PC/Mac release, I didn't think twice about picking it up. The $3 price tag didn't even make me think twice.

I had watched my brother in law play the full version on his Mac last year, and was intrigued by its porch defense gameplay. I had never even played a tower defense game before Plants vs. Zombies. A genre virgin so to speak. It was easy to see without even playing it why the game was so popular. The zombies would walk slowly from right to left and it's your job to fend them off with some bizarre garden variety plants.

This review will just be on the iOS version (played on a second generation iPod Touch). I have no experience with any other version (though I'm secretly planning to replay it on the Nintendo DS).

Mirror's Edge

Mirrors Edge CoverNew genres don't come around that often, but genre mash-ups have been popular lately. Mirror's Edge is a first person platformer, with a dash of shooting and a few heaps of parkour thrown in for good measure. Plenty of first person shooters have tried to integrate platforming, Turok: Dinosaur Hunter immediately jumps to mind, but that was a disaster. Mirror's Edge takes what works from a game like Assassin's Creed with its assisted climbing and fluid action and sticks it in a first person view.

To some, this may sound great, others are undoubtedly skeptical, the rest of you have already played this two year old game and made up your own mind (nobody ever said the First Hour was timely *groan*). I've been intrigued by Mirror's Edge since its release, but the opportunity to play it never came up until Steam had it on sale for about $5 earlier this year. So I bought it and tossed it on my proverbial digital backlog, only to finally get around playing it now when my brother-in-law lent me his copy on the Xbox 360. No, I didn't play it on the Xbox, but it did encourage me to finally get around to it on the PC (odd how that works).

So here's my first hour review of Mirror's Edge, Steve previously wrote a full review on the game with a stunning gallery of self-taken screenshots at the bottom.

Alan Wake

Alan Wake CoverAlan Wake has been a long time coming. After Max Payne 2 released in 2003, Remedy has used the majority of their resources for this game. Originally announced in 2005, it has naturally undergone significant revisions. Once a freeroaming affair, Alan Wake is now almost entirely linear. Instead of releasing on consoles and PC, Remedy ended up partnering with Microsoft for an exclusive 360 release. As one would expect from a partnership, the game got bigger and bigger and eventually ended up being a high-profile, big-budget release when it finally hit in May 2010. Such a big game for a small company would carry with it many risks and increasingly impatient onlookers. Is the survival-horror tale worth the wait in the end? Is the Alan Wake concept still relevant and contemporary enough several years later? Most importantly, is the game good and does it work? Let's take a dive into the darkness...

999: Nine Hours, Nine Persons, Nine Doors

999 9 Hours 9 Persons 9 Doors Cover999: Nine Hours, Nine Persons, Nine Doors... what an awful title. I'm not even sure if that is the right title, just look at its cover. Anyways, you're probably wondering what the heck 999 is exactly. Well, it's basically Saw meets Hotel Dusk. A point and click visual novel with bombs implanted into stomachs that will explode if puzzles are not solved quickly enough. Yes, this game really was released and has the Nintendo Seal of Approval on it. And yes, it's rated M for Mature.

I don't really know why I chose to try 999 out, I haven't exactly had great luck with visual novels *cough* Lux-Pain *gag* Hotel Dusk *puke*, but the whole premise was just too intriguing to pass up. I figured I would give it a half-hour of my time to see if it was worth it to go on.

999 was developed by Chunsoft, creators of very popular visual and sound novels in Japan, including 428: Fūsa Sareta Shibuya de, one of the not-so-elusive 40/40 Famitsu scored games. They also handle the Shiren the Wanderer series and Pokemon Mystery Dungeon, so they're not exactly slackers. As for 999, well, I'm going to give my opinion on its first half-hour right now.

WiiWare Demos! FINALLY!

bit Trip Fate LogoIt's no secret that Nintendo is the underachiever in console features this generation, especially in the online space. While Xbox Live and PlayStation Network both started strong and have been continually updated with emerging content, Wii's only online feature at launch was the Virtual Console, and only the bare minimum has been added since then. Even now, Wii's online service looks downright antiquated next to what Sony and Microsoft provide. Perhaps that's why Nintendo tries its best to keep its meager online offerings a secret.

Case in point: game demos. Both PlayStation Network and Xbox Live offer hundreds of free, playable sneak peaks at retail and digitally distributed games. And Wii? Most of the time, that number is zero. Almost a year ago, to the day, an experimental batch of WiiWare demos were made available through the Wii Shop Channel. A few months later, they were no longer available.

A year after the experiment began, it seems Nintendo's going to start giving WiiWare the demo support it deserves...sort of. On Monday, November 22nd, Nintendo released a second batch of WiiWare demos and promised that more would be made available on Mondays. The following games are currently available: And Yet It Moves, BIT.TRIP FATE, Jett Rocket, ThruSpace, and Cave Story. If you have a Wii, you should download them all right now, though: they'll only be available for a limited time, assumedly replaced by new demos. Read on for my brief impressions of each, or head to the Wii Shop Channel and download them right now. You'll find them in the WiiWare section, under New Releases. Or you can find a Demos category when sorting by Genre.

Infinite Space

Infinite Space CoverThere is no reason I should have enjoyed Infinite Space.

Infinite Space is a 60 hour Japanese RPG released on the Nintendo DS earlier this year. This is exactly the kind of game I didn’t want to play anymore, but somehow found myself drawn into. I played, and I played, and I played some more until the end credits ran. Then I closed my DS and smiled.

It’s hard to quickly describe Infinite Space. Yes, it’s an RPG in space, which means lots of dialogue and battles. And yes, it was developed by a Japanese studio, called Nude Maker nonetheless (and slightly more amazing, published by Sega, who seemingly haven’t had a successful game in ages). I’ve had a recent aversion to JRPGs (which I documented extensively in April), but looking back, Infinite Space isn’t very Japanesey. The character art is drawn in the distinctive manga style, and there are random battles, but that’s about it. The story is actually comprehensible, and while heavy on the politics at times, features many identifiable and memorable characters.

Infinite Space is also kind of the epitome of what the First Hour is all about. It's a super long game that got the thumbs up after an hour from Paul Eastwood. I took his advice and went all the way.

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